For translators that do not want to work with git, the following is probably useful to know (copied from the above google group thread):I know for many translators git can be intimidating. If you have completed a translation but do not want to use git you can paste the file in this mailing list with a clear subject like "0.40 translation - Russian" and we'll make sure it ends up in the right place.

Ive been looking for a guide that is pretty precise on the details on the game mechanics. Not just general notes that more items in rooms improve performance of staff for example. I want to know how much.

CorsixTH is aiming to have original TH behavior, so we'd love to have such a manual, but as far as I know it does not exist. Maybe if you for original TH related websites, you may find things though. (If you do, please let us know.)

The CorsixTH project guestimated the impact, and coded that in the Lua files. That may be too small, exactly right, or too big.

One thing you could do is comparing original TH behavior with CorsixTH behavior. Of the latter, the impacts are derivable from the source code. That would help the project in getting the numbers right, and it would help you in getting the right numbers.

As you may have noticed by now, the forum is quite deserted, not many people visit here.

The best way to get attention is to make a branch of the graphics repository, and add your sprites to it.If that fails for you, you may want to opt for adding the graphics itself to an issue in that project.If that fails for you, you can try posting the files here, and making an issue with a link to the forum post.

As MarkL said, you can try the IRC if you have problems, but people are not always available (or are busy and cannot react immediately), so you may have to wait a while. Depending on your location that may or may not work nicely.

Anyway, I am not a developer for CorsixTH, but I think the first aim is to replace the current sprites, in particular more or less 1-to-1, so you should keep the same number sprites, and same use, as we have now. (Hopefully a real developer can confirm this for you soon.)That means that if the original sprites have 3 parts for the text-speech bubble, you should also make 3 sprites (I don't know what it uses, so your current solution may be correct.)

Secondly, new sprites will be added in the SDL2 branch, which uses full colour (32bpp RGBA) sprites. Instead of 8bpp images that you have now, you should make 32bpp images. You thus also don't need to limit yourself to the current palette (although if you go for retro-looks, it may be useful to do so). It would be useful if you make everything 'outside' the sprite fully transparent. The rendering code skips the transparent parts, so it displays the background. Partial transparency is also allowed, although I don't know why you'd want to use it.

In all, it looks to me that you on the right path. Afaik nobody else is working on UI graphics, so they will come in handy.

@MarkLThese are new tiles, drawn by Zephyris, attached earlier in this topic. Everything else but those tiles is still the original.

Replacing the duplicate by some other tile may break existing levels, they may be using that tile.

You can however add it as a new tile (theoretically at the moment, my code currently does not allow new tiles). That will however make those levels incompatible with TH or older versions of CTH, so it may need some form of version checking.

1. Is there a sprite browser, and how do I use it? Even better are there any sprite sheets which can be downloaded?

No sprite sheets afaik, I once tried to rip them out of the data loader, but had trouble with the palettes.Later I found that RGB colours in the palette are 6 bits only, which is widened to 8bit triplets during loading.

This evening I found DATA/MPALETTE.DAT which may be the palette of the main display.

I may try that again.

Quote from: Zephyris

2. What format do the original graphics use? Is it 8 bit paletted images? Or 32bit images? Do things like sprite recolouring happen?

8bpp, for each screen (eg hospital display, bank manager, drug case book, graphs, etc). In the original game these were full screen, which is why they have their own palette. in Corsix-th, the "full screen dialogs" are not full screen anymore, they are just a significant part of the screen.

At least the SDL back-end (and probably also the other back-ends) renders in 32bpp. This enables display of the hospital and a 'full screen dialog' at the same time. Also, stuff like warmth colours in the map are 32bpp colours blitted into the video display.

Not sure whether recolouring is happening. In the file format description they do mention it, so it's possible.What is certainly done is 'morphing', where two sprites are partly drawn, eg at the pharmacy, when an patient is drinking a potion. There is also a 50% and 75% transparent flag, as well as a flip-horizontal and flip-vertical flags.